Author Topic: Tools, and why you should love them.  (Read 3065 times)

Paul Debrion

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Tools, and why you should love them.
« on: May 11, 2010, 12:31:30 AM »
Quote
"Most developers only develop tools when they hit a wall and simply cant do something without creating a tool. I on the other hand do a massive game alone so I walk straight in to a wall just for waking up in the morning. This has lead me to create some tools that save massive amounts of time. Developers should stop thinking of in-house tools as a necessary evil and start seeing the opportunities that come with making your own tools. Rather then just looking at what you cant get done, why not try to make tools that help you do the things you spend the most resources on even if they are simple?"
      -Eskil Steenberg


The technology used in video games often advances much faster than the techniques and technologies that create the content to feed it. Sure you can create that photo-realistic character, but it's fairly limiting if it takes forever to make him look good or get him to walk right. A lot has been put into expanding what can be done and what is possible using the technology, but it's often limited by what can be done within a given amount of time or budget. Not only that, but when so much time and effort has to be spent on doing things, you're less likely to take risks and experiment knowing that the stakes are higher.

Tool development can be a wonderful thing. The development of better tools to increase the efficiency of creating content can make a huge difference in how games are made. The more you can reduce the amount of time and effort it takes to do something, the more time and effort you have free to spend on other things. Easier map making results in larger and more creative maps, easier animating means more time to make a greater variety of animations, easier scripting leaves more time to make more complex scripts.

Creating great games often means being able adapt, make changes, and being able to easily implement new ideas. Good tools can make a big difference in that regard.

Traditionally, tools that simply improve how to do simple things have had a much lower priority, throwing more money and manpower at a given task has been a more common solution.
However, this attitude has been changing for the better, especially through modding and user-created content as well as among independent developers who can't afford to throw money and manpower at their problems.



Even a small developer such as Frictional Games has spent some time making an easy to use level editor for their HPL engine.
Why? Not only does it make it easier for modders, but it improves how efficiently they themselves can create levels for their games.
http://www.youtube.com/watch?v=0XojVUZJPmc

Some other examples would be some of the tools developed by Eskil Steenberg. One of his latest creations is a tool that can add procedural filters to any 3D model, allowing the artist to do in a couple minutes what would otherwise be hours of UV-mapping and texture work.
http://quelsolaar.com/

Many of you are already familiar with and have used a product of some clever tool development, Danmakufu.



Where else have you seen effective tool development being applied?

Are there any areas of game development that you believe could benefit from the development of better tools?

« Last Edit: May 11, 2010, 05:03:44 AM by Professor Paul1290 »
I'll come up with an evil scheme later. First, it's time to build a giant robot!

You can't have a good evil scheme without a giant robot!

Re: Tools, and why you should love them.
« Reply #1 on: May 11, 2010, 04:28:40 AM »
I don't have the comparison reference to contribute to this debate, since I've seen user-entered content in fpses, game hacks, but never really cared in modding existing games which didn't attract me ( even though I liked Unreal Tournament 3, I wouldn't find need to modify it ). Though I once wanted to "create" a custom map in good old Duke Nukem 3D.. (shame that the map editor's 3D view wasn't working for me..) .. and some custom maps in Warcraft 2.. (however I was lazy back then... and nowadays still :p )

What I'd want, is to be able to create games.. and I think that there's not an easy way for that, if you're trying to make one where program performance is required (I mean, learning a good programming language, how to use a graphic library.. and how to make the graphics themselves -- either by modelling or drawing/coloring/etc..). Honestly, I think I'm in a stage where I feel that it's too early for me to actually put knowledge on such tools into practice, as I have troubles with the game concepts/ideas..
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.

Stuffman

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Re: Tools, and why you should love them.
« Reply #2 on: May 11, 2010, 08:16:59 AM »
Yes yes yes. After a few early ventures into unsuccessful programming projects I quickly learned their value. I would never start another large scale project without making tools for it.

For instance, at one point I was working on an AW clone and the first thing I did before even starting on making the main engine playable was throw together a unit editor and a map editor. With that small amount of effort beforehand you give yourself an enormous amount of freedom to tinker with the game, because it is SUCH a pain in the ass to go back and change hardcoded shit.

Furthermore, making such tools also equates to easy modding which can garner added interest in your project. Making a game is one thing, making a useful engine is another entirely.

Also, the sheer number of tools being made to mess with classic games, ranging from simple stuff like Zelda Classic to stuff that's a little more involved like the FE hacking tools (to use an example that has recently become relevant to the community), is really cool. It creates a gateway for complete beginners to start getting creative and productive. Even RPGMaker, despite the overall crapitude of the content produced for it, is a nice little way to get some practice with game design.

I'm confident in the next generation of indie developers because they're getting such a leg up with all these wonderful tools being available. Just in time too, because the corporate videogame industry is going completely to hell :V

Re: Tools, and why you should love them.
« Reply #3 on: May 11, 2010, 03:28:40 PM »
Starcraft 2's Galaxy Editor.   :3


Also, Valve has official modding tools for its games, which is always nice to have.  I'm starting to see more and more games with level editors and other similar tools these days.  I'm almost expecting Diablo 3 to have some sort of tools too, although I don't know how that will quite work.

dustyjo

Re: Tools, and why you should love them.
« Reply #4 on: May 11, 2010, 06:15:05 PM »
Playing with Valve's hammer editor is fun.

Re: Tools, and why you should love them.
« Reply #5 on: May 11, 2010, 06:43:07 PM »
Wait I didn't see any Hammer videos on your channel last time >:U
« Last Edit: May 11, 2010, 06:44:59 PM by T34G3 »

dustyjo

Re: Tools, and why you should love them.
« Reply #6 on: May 11, 2010, 07:47:32 PM »
I just un-privated the last one. The other two were always there :V

Kuma

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Re: Tools, and why you should love them.
« Reply #7 on: May 11, 2010, 07:55:07 PM »
I like tools, they let me build things
Wotters gonna' wot


Third Eye Lem

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Re: Tools, and why you should love them.
« Reply #8 on: May 11, 2010, 10:57:02 PM »
While on the subject of tools, how many of you guys dove into the character editor when you got 3D Dot Game Heroes? I made a Weighted Companion Cube character for my first playthrough. XD I was gonna make a thread for this game, but I figured I'd wait and let anyone else who has the game play with it a bit first.


As for the editor itself, I wish the controls were a bit different. The 3DDGH editor controls require you to rotate the camera to get the cursor to move in the third dimension, since the cursor only moves as if it were in two dimensions. Say you're viewing your character from the side...You can move the cursor up and down, left and right, but not forward and backward. You have to move the camera to above or below the model, changing the movement plane from height and depth to height and width...Yeah, it's a bit complicated. They should have used the L2 button to allow for moving back and forth between the third axis (think something like Q-Block only you can see all the "layers" at once). I think the 3DDGH character editor is a good example of a good concept held back by a somewhat awkward interface, what do you guys think?

Paul Debrion

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Re: Tools, and why you should love them.
« Reply #9 on: May 14, 2010, 05:54:19 AM »
Playing with Valve's hammer editor is fun.

Agreed. Valve has some nice tools for their Source Engine, which is good for their modding community.

My only real complaint with Source is it forces you to use C++ for some things other engines don't. The actual coding needed to do simple things isn't too bad and you can do quite a bit even if you're not fantastic with C++, but it does scare away some people and I can't help but think that it could really benefit from some tools to help with this. I've heard there have been improvements in this area though, so this might not be the case anymore.


I also want to mention CryEngine 2 as having a lot of awesome tools as well. I especially like its flow graph system which cuts down on a lot of the coding and scripting you'd have to do otherwise. Of course, there's still the issue of system requirements, but with today's hardware it isn't quite as hard to run as it used to be.
I'll come up with an evil scheme later. First, it's time to build a giant robot!

You can't have a good evil scheme without a giant robot!

Helion

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Re: Tools, and why you should love them.
« Reply #10 on: May 14, 2010, 01:08:59 PM »
Pretty much any editor with a little bit of depth needs to be difficult. For instance, I made some very minor mods to Morrowind with the Construction Set, and only for myself 'cause they worked, but barely. I was pretty awful, but seeing what could be done with it, I concluded it was a problem of me not knowing enough. Now the Oblivion/Fallout 3 CS is another incredibly powerful modding tool, but again not very accessible. Just to get a feeling of how powerful it is just check out some of the mods on TES nexus. Things are pretty much the same with the Source SDK, the potentials are limitless. You just need to know what you're doing, which I sadly never did, so never figured anything out.

Toasty

Re: Tools, and why you should love them.
« Reply #11 on: May 14, 2010, 08:45:29 PM »
The games Freespace and Freespace 2 both game with a handy level editor used by the devs themselves. However, the other tools they used were not released along with the game, forcing fans to develop a myriad of editors and tinkertools. POFCS2 and whatnot are considered to be rather close to, if not better than, than the original tools the devs used.

dustyjo

Re: Tools, and why you should love them.
« Reply #12 on: May 15, 2010, 10:55:35 AM »
Also, Trackmania.

Third Eye Lem

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Re: Tools, and why you should love them.
« Reply #13 on: May 16, 2010, 06:10:55 PM »
Speaking of editors, let's not forget LittleBigPlanet. I'll admit the first game hasn't blown me away (I haven't spent much time with user-created content), but there's a second one coming for the PS3 later on that has vastly superior editing tools. You can program certain NPCs called "Sackbots" to do certain things, map control functions to vehicles, and even make your own cutscenes. You even get a little profile page to show off your work. I wish I could travel into the future and play that game, it sounds fantastic. =3